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Heroes Community > New Heroes - Olden Era > Thread: Faction Laws in Olden Era: Brainstorming the potential and pitfalls (started by Galaad in January 2025)
Faction Laws in Olden Era: Brainstorming the potential and pitfalls This thread is 2 pages long: 1 2 · «PREV
DIEGIS
DIEGIS


Supreme Hero
power of Zamolxis
posted January 18, 2025 08:21 PM

"To quell the concerns I'd only like to note that Faction Laws will exist to encourage focusing on your starting faction"

so, refering to that phrase: in the multiplayer games all players used neutrals on their benefits for creeping reasons even if there were penalised for mixing them with troops of their own faction....now we will see what this "encouragement" will give
____________
dacian falx behind you
-knowledge itself is power-

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Syth1984
Syth1984


Adventuring Hero
posted January 20, 2025 11:26 AM

Ghost said:
Syth1984 said:
I don't think it will ban people having angel+devil armies.


Nonsense! Retard player always thinks balance, rule, Earth etc Because too old baby-looking player.. 50yo banned his son to play victory?!.. Thus old-time brain model..

I felt I won all.. I think so!! Maybe my new motto..


Sounds fun

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The_Green_Drag
The_Green_Drag


Supreme Hero
posted October 21, 2025 10:37 PM

I like the concept of faction laws for the most part, but I strongly dislike how a good chunk of its options completely discourages mixing factions. Specifically, the options that directly buff individual units. Bonus stats + added growth per week is too strong and I don't find that direction to be in the spirit of Homm, which has always had a more sandbox style of how to go about army building.

I understand that some bonuses are not game-changing. Tier 1 Swordsmen, for example, are not much better with a few extra points to its attack stat; However, units like the Tier 3 Griffin getting +10 hp is a big difference, enough to make that unit not worth the investment if I'm not playing Temple. By the time we get to the Tier 7s the law bonuses get out of hand.
I'm overall just not a fan of nerfing a unit's full potential unless the player belongs to its faction. Would very much like to see one of two solutions:

1 - Remove all the faction laws that provide individual unit buffs. Continue adding more laws that give bonuses for all units under the player's control.

2 - Rework law system to allow players to invest in other faction's laws. Basically, if I start a game as Temple and I capture a Dungeon town, then I'd like to also have the option to start investing into the Dungeon laws in addition to my Temple laws. This way, I can invest in the Dungeon units while also getting the most out of them.

Really hope we see some changes here. While I see the potential of the law system, it currently is not implemented well, imho.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 22, 2025 06:00 PM

I strongly disagree with that.
For one thing this is just not true: there are laws that buff specific creatures of a faction and there are laws that buff all creatures of a certain tier. Dungeon and Schism have both, for example (too lazy to look for Temple; Necro can transform anything anyway).
THEN I applaud the creature growth laws and I'd DEARLY wish the walls would give something else than a boring "+50%" which was alwys generic crap and which devaluates the laws.

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